Make repair up to max theoretical
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@@ -98,15 +98,16 @@ namespace armorMod
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if (item.TryGetItemComponent<RepairableComponent>(out var component))
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if (item.TryGetItemComponent<RepairableComponent>(out var component))
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{
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{
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float maxCap = isArmor ? AssPlugin.MaxDurabilityCap.Value : AssPlugin.weaponMaxDurabilityCap.Value;
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float maxCap = isArmor ? AssPlugin.MaxDurabilityCap.Value : AssPlugin.weaponMaxDurabilityCap.Value;
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float maxRepairableDurability = (maxCap / 100) * component.MaxDurability;
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float maxRepairableDurability = (maxCap / 100) * component.TemplateDurability;
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// Logger.LogInfo(component.Item.Id + " " + component.TemplateDurability + " " + component.MaxDurability);
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if (component.Durability < maxRepairableDurability)
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if (component.Durability < maxRepairableDurability)
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{
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{
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#if DEBUG
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#if DEBUG
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Logger.LogWarning($"Repairing {item.Name.Localized()} in {slot} with {component.Durability} / {component.MaxDurability} durability");
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Logger.LogWarning($"Repairing {item.Name.Localized()} in {slot} with {component.Durability} / {component.MaxDurability} durability");
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#endif
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#endif
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component.Durability = Mathf.Min(component.Durability + repairRate, component.MaxDurability);
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component.Durability = Mathf.Min(component.Durability + repairRate, component.TemplateDurability);
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component.MaxDurability = Mathf.Max(component.MaxDurability - maxDurabilityDrainRate, 0);
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component.MaxDurability = Mathf.Max(component.TemplateDurability - maxDurabilityDrainRate, 0);
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}
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}
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}
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}
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}
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}
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